Fixed awkwardly named AnimatedSprite Setters.

This commit is contained in:
Anilforextra 2021-08-04 15:31:40 +05:45
parent 1eff610e2b
commit 0c06ed98fb
3 changed files with 10 additions and 21 deletions

View File

@ -12,12 +12,6 @@
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
</tutorials>
<methods>
<method name="is_playing" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if an animation is currently being played.
</description>
</method>
<method name="play">
<return type="void" />
<argument index="0" name="anim" type="StringName" default="&amp;&quot;&quot;" />
@ -55,7 +49,7 @@
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
The texture's drawing offset.
</member>
<member name="playing" type="bool" setter="_set_playing" getter="_is_playing" default="false">
<member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
If [code]true[/code], the [member animation] is currently playing.
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">

View File

@ -368,7 +368,7 @@ void AnimatedSprite2D::_res_changed() {
update();
}
void AnimatedSprite2D::_set_playing(bool p_playing) {
void AnimatedSprite2D::set_playing(bool p_playing) {
if (playing == p_playing) {
return;
}
@ -377,7 +377,7 @@ void AnimatedSprite2D::_set_playing(bool p_playing) {
set_process_internal(playing);
}
bool AnimatedSprite2D::_is_playing() const {
bool AnimatedSprite2D::is_playing() const {
return playing;
}
@ -391,15 +391,11 @@ void AnimatedSprite2D::play(const StringName &p_animation, const bool p_backward
}
}
_set_playing(true);
set_playing(true);
}
void AnimatedSprite2D::stop() {
_set_playing(false);
}
bool AnimatedSprite2D::is_playing() const {
return playing;
set_playing(false);
}
float AnimatedSprite2D::_get_frame_duration() {
@ -457,12 +453,11 @@ void AnimatedSprite2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite2D::set_animation);
ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite2D::get_animation);
ClassDB::bind_method(D_METHOD("_set_playing", "playing"), &AnimatedSprite2D::_set_playing);
ClassDB::bind_method(D_METHOD("_is_playing"), &AnimatedSprite2D::_is_playing);
ClassDB::bind_method(D_METHOD("set_playing", "playing"), &AnimatedSprite2D::set_playing);
ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite2D::is_playing);
ClassDB::bind_method(D_METHOD("play", "anim", "backwards"), &AnimatedSprite2D::play, DEFVAL(StringName()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite2D::stop);
ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite2D::is_playing);
ClassDB::bind_method(D_METHOD("set_centered", "centered"), &AnimatedSprite2D::set_centered);
ClassDB::bind_method(D_METHOD("is_centered"), &AnimatedSprite2D::is_centered);
@ -490,7 +485,7 @@ void AnimatedSprite2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation"), "set_animation", "get_animation");
ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale"), "set_speed_scale", "get_speed_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "_set_playing", "_is_playing");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "set_playing", "is_playing");
ADD_GROUP("Offset", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");

View File

@ -58,8 +58,6 @@ class AnimatedSprite2D : public Node2D {
float _get_frame_duration();
void _reset_timeout();
void _set_playing(bool p_playing);
bool _is_playing() const;
Rect2 _get_rect() const;
protected:
@ -86,6 +84,8 @@ public:
void play(const StringName &p_animation = StringName(), const bool p_backwards = false);
void stop();
void set_playing(bool p_playing);
bool is_playing() const;
void set_animation(const StringName &p_animation);